Update leenkx/blender/lnx/material/make_mesh.py

This commit is contained in:
Onek8 2025-01-31 12:37:04 +00:00
parent 7433409cda
commit 7f9a7c9b4a

View File

@ -686,9 +686,9 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if parse_opacity:
frag.write('indirect = traceDiffuse(wposition, n, voxels, clipmaps).rgb * albedo * voxelgiDiff;')
frag.write('if (roughness < 1.0 && specular > 0.0){')
#frag.add_uniform('sampler2D sveloc')
#frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy).rgb * specular * voxelgiRefl;}')
frag.add_uniform('sampler2D sveloc')
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
frag.write(' indirect += traceSpecular(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), roughness, clipmaps, gl_FragCoord.xy, velocity).rgb * specular * voxelgiRefl;}')
else:
frag.add_uniform("sampler2D voxels_diffuse")
frag.add_uniform("sampler2D voxels_specular")
@ -779,9 +779,10 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if '_MicroShadowing' in wrd.world_defs:
frag.write(', occlusion')
if '_SSRS' in wrd.world_defs:
frag.add_uniform('sampler2D gbufferD', top=True)
frag.add_uniform('mat4 invVP', '_inverseViewProjectionMatrix')
frag.add_uniform('vec3 eye', '_cameraPosition')
frag.write(', gl_FragCoord.z, inVP, eye')
frag.write(', gbufferD, invVP, eye')
frag.write(');')
if '_Clusters' in wrd.world_defs:
@ -794,8 +795,8 @@ def make_forward_base(con_mesh, parse_opacity=False, transluc_pass=False):
if '_VoxelRefract' in wrd.world_defs and parse_opacity:
frag.write('if (opacity < 1.0) {')
#frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy).rgb;')
frag.write(' vec2 velocity = -textureLod(sveloc, gl_FragCoord.xy, 0.0).rg;')
frag.write(' vec3 refraction = traceRefraction(wposition, n, voxels, voxelsSDF, normalize(eye - wposition), ior, roughness, clipmaps, gl_FragCoord.xy,velocity).rgb;')
frag.write(' indirect = mix(refraction, indirect, opacity) * voxelgiRefr;')
frag.write(' direct = mix(refraction, direct, opacity) * voxelgiRefr;')
frag.write('}')